Geant4 Cross Reference |
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Please see the license in the file LICENSE and URL above * 16 // * for the full disclaimer and the limitatio 16 // * for the full disclaimer and the limitation of liability. * 17 // * 17 // * * 18 // * This code implementation is the result 18 // * This code implementation is the result of the scientific and * 19 // * technical work of the GEANT4 collaboratio 19 // * technical work of the GEANT4 collaboration. * 20 // * By using, copying, modifying or distri 20 // * By using, copying, modifying or distributing the software (or * 21 // * any work based on the software) you ag 21 // * any work based on the software) you agree to acknowledge its * 22 // * use in resulting scientific publicati 22 // * use in resulting scientific publications, and indicate your * 23 // * acceptance of all terms of the Geant4 Sof 23 // * acceptance of all terms of the Geant4 Software license. * 24 // ******************************************* 24 // ******************************************************************** 25 // 25 // 26 // 26 // 27 /// \file B1/src/DetectorConstruction.cc 27 /// \file B1/src/DetectorConstruction.cc 28 /// \brief Implementation of the B1::DetectorC 28 /// \brief Implementation of the B1::DetectorConstruction class 29 29 30 #include "DetectorConstruction.hh" 30 #include "DetectorConstruction.hh" 31 31 >> 32 #include "G4RunManager.hh" >> 33 #include "G4NistManager.hh" 32 #include "G4Box.hh" 34 #include "G4Box.hh" 33 #include "G4Cons.hh" 35 #include "G4Cons.hh" >> 36 #include "G4Orb.hh" >> 37 #include "G4Sphere.hh" >> 38 #include "G4Trd.hh" 34 #include "G4LogicalVolume.hh" 39 #include "G4LogicalVolume.hh" 35 #include "G4NistManager.hh" << 36 #include "G4PVPlacement.hh" 40 #include "G4PVPlacement.hh" 37 #include "G4SystemOfUnits.hh" 41 #include "G4SystemOfUnits.hh" 38 #include "G4Trd.hh" << 39 42 40 namespace B1 43 namespace B1 41 { 44 { 42 45 43 //....oooOO0OOooo........oooOO0OOooo........oo 46 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 44 47 45 G4VPhysicalVolume* DetectorConstruction::Const 48 G4VPhysicalVolume* DetectorConstruction::Construct() 46 { 49 { 47 // Get nist material manager 50 // Get nist material manager 48 G4NistManager* nist = G4NistManager::Instanc 51 G4NistManager* nist = G4NistManager::Instance(); 49 52 50 // Envelope parameters 53 // Envelope parameters 51 // 54 // 52 G4double env_sizeXY = 20 * cm, env_sizeZ = 3 << 55 G4double env_sizeXY = 20*cm, env_sizeZ = 30*cm; 53 G4Material* env_mat = nist->FindOrBuildMater 56 G4Material* env_mat = nist->FindOrBuildMaterial("G4_WATER"); 54 57 55 // Option to switch on/off checking of volum 58 // Option to switch on/off checking of volumes overlaps 56 // 59 // 57 G4bool checkOverlaps = true; 60 G4bool checkOverlaps = true; 58 61 59 // 62 // 60 // World 63 // World 61 // 64 // 62 G4double world_sizeXY = 1.2 * env_sizeXY; << 65 G4double world_sizeXY = 1.2*env_sizeXY; 63 G4double world_sizeZ = 1.2 * env_sizeZ; << 66 G4double world_sizeZ = 1.2*env_sizeZ; 64 G4Material* world_mat = nist->FindOrBuildMat 67 G4Material* world_mat = nist->FindOrBuildMaterial("G4_AIR"); 65 68 66 auto solidWorld = << 69 auto solidWorld = new G4Box("World", // its name 67 new G4Box("World", // its name << 70 0.5 * world_sizeXY, 0.5 * world_sizeXY, 0.5 * world_sizeZ); // its size 68 0.5 * world_sizeXY, 0.5 * world_ << 69 71 70 auto logicWorld = new G4LogicalVolume(solidW 72 auto logicWorld = new G4LogicalVolume(solidWorld, // its solid 71 world_ << 73 world_mat, // its material 72 "World << 74 "World"); // its name 73 75 74 auto physWorld = new G4PVPlacement(nullptr, 76 auto physWorld = new G4PVPlacement(nullptr, // no rotation 75 G4ThreeVe << 77 G4ThreeVector(), // at (0,0,0) 76 logicWorl << 78 logicWorld, // its logical volume 77 "World", << 79 "World", // its name 78 nullptr, << 80 nullptr, // its mother volume 79 false, / << 81 false, // no boolean operation 80 0, // co << 82 0, // copy number 81 checkOver << 83 checkOverlaps); // overlaps checking 82 84 83 // 85 // 84 // Envelope 86 // Envelope 85 // 87 // 86 auto solidEnv = new G4Box("Envelope", // it << 88 auto solidEnv = new G4Box("Envelope", // its name 87 0.5 * env_sizeXY, << 89 0.5 * env_sizeXY, 0.5 * env_sizeXY, 0.5 * env_sizeZ); // its size 88 90 89 auto logicEnv = new G4LogicalVolume(solidEnv 91 auto logicEnv = new G4LogicalVolume(solidEnv, // its solid 90 env_mat, << 92 env_mat, // its material 91 "Envelop << 93 "Envelope"); // its name 92 94 93 new G4PVPlacement(nullptr, // no rotation 95 new G4PVPlacement(nullptr, // no rotation 94 G4ThreeVector(), // at (0 << 96 G4ThreeVector(), // at (0,0,0) 95 logicEnv, // its logical << 97 logicEnv, // its logical volume 96 "Envelope", // its name << 98 "Envelope", // its name 97 logicWorld, // its mother << 99 logicWorld, // its mother volume 98 false, // no boolean oper << 100 false, // no boolean operation 99 0, // copy number << 101 0, // copy number 100 checkOverlaps); // overla << 102 checkOverlaps); // overlaps checking 101 103 102 // 104 // 103 // Shape 1 105 // Shape 1 104 // 106 // 105 G4Material* shape1_mat = nist->FindOrBuildMa 107 G4Material* shape1_mat = nist->FindOrBuildMaterial("G4_A-150_TISSUE"); 106 G4ThreeVector pos1 = G4ThreeVector(0, 2 * cm << 108 G4ThreeVector pos1 = G4ThreeVector(0, 2*cm, -7*cm); 107 109 108 // Conical section shape 110 // Conical section shape 109 G4double shape1_rmina = 0. * cm, shape1_rmax << 111 G4double shape1_rmina = 0.*cm, shape1_rmaxa = 2.*cm; 110 G4double shape1_rminb = 0. * cm, shape1_rmax << 112 G4double shape1_rminb = 0.*cm, shape1_rmaxb = 4.*cm; 111 G4double shape1_hz = 3. * cm; << 113 G4double shape1_hz = 3.*cm; 112 G4double shape1_phimin = 0. * deg, shape1_ph << 114 G4double shape1_phimin = 0.*deg, shape1_phimax = 360.*deg; 113 auto solidShape1 = new G4Cons("Shape1", shap 115 auto solidShape1 = new G4Cons("Shape1", shape1_rmina, shape1_rmaxa, shape1_rminb, shape1_rmaxb, 114 shape1_hz, sha << 116 shape1_hz, shape1_phimin, shape1_phimax); 115 117 116 auto logicShape1 = new G4LogicalVolume(solid 118 auto logicShape1 = new G4LogicalVolume(solidShape1, // its solid 117 shape << 119 shape1_mat, // its material 118 "Shap << 120 "Shape1"); // its name 119 121 120 new G4PVPlacement(nullptr, // no rotation 122 new G4PVPlacement(nullptr, // no rotation 121 pos1, // at position << 123 pos1, // at position 122 logicShape1, // its logic << 124 logicShape1, // its logical volume 123 "Shape1", // its name << 125 "Shape1", // its name 124 logicEnv, // its mother << 126 logicEnv, // its mother volume 125 false, // no boolean oper << 127 false, // no boolean operation 126 0, // copy number << 128 0, // copy number 127 checkOverlaps); // overla << 129 checkOverlaps); // overlaps checking 128 130 129 // 131 // 130 // Shape 2 132 // Shape 2 131 // 133 // 132 G4Material* shape2_mat = nist->FindOrBuildMa 134 G4Material* shape2_mat = nist->FindOrBuildMaterial("G4_BONE_COMPACT_ICRU"); 133 G4ThreeVector pos2 = G4ThreeVector(0, -1 * c << 135 G4ThreeVector pos2 = G4ThreeVector(0, -1*cm, 7*cm); 134 136 135 // Trapezoid shape 137 // Trapezoid shape 136 G4double shape2_dxa = 12 * cm, shape2_dxb = << 138 G4double shape2_dxa = 12*cm, shape2_dxb = 12*cm; 137 G4double shape2_dya = 10 * cm, shape2_dyb = << 139 G4double shape2_dya = 10*cm, shape2_dyb = 16*cm; 138 G4double shape2_dz = 6 * cm; << 140 G4double shape2_dz = 6*cm; 139 auto solidShape2 = << 141 auto solidShape2 = new G4Trd("Shape2", // its name 140 new G4Trd("Shape2", // its name << 142 0.5 * shape2_dxa, 0.5 * shape2_dxb, 0.5 * shape2_dya, 0.5 * shape2_dyb, 141 0.5 * shape2_dxa, 0.5 * shape2_d << 143 0.5 * shape2_dz); // its size 142 0.5 * shape2_dz); // its size << 143 144 144 auto logicShape2 = new G4LogicalVolume(solid 145 auto logicShape2 = new G4LogicalVolume(solidShape2, // its solid 145 shape << 146 shape2_mat, // its material 146 "Shap << 147 "Shape2"); // its name 147 148 148 new G4PVPlacement(nullptr, // no rotation 149 new G4PVPlacement(nullptr, // no rotation 149 pos2, // at position << 150 pos2, // at position 150 logicShape2, // its logic << 151 logicShape2, // its logical volume 151 "Shape2", // its name << 152 "Shape2", // its name 152 logicEnv, // its mother << 153 logicEnv, // its mother volume 153 false, // no boolean oper << 154 false, // no boolean operation 154 0, // copy number << 155 0, // copy number 155 checkOverlaps); // overla << 156 checkOverlaps); // overlaps checking 156 157 157 // Set Shape2 as scoring volume 158 // Set Shape2 as scoring volume 158 // 159 // 159 fScoringVolume = logicShape2; 160 fScoringVolume = logicShape2; 160 161 161 // 162 // 162 // always return the physical World << 163 //always return the physical World 163 // 164 // 164 return physWorld; 165 return physWorld; 165 } 166 } 166 167 167 //....oooOO0OOooo........oooOO0OOooo........oo 168 //....oooOO0OOooo........oooOO0OOooo........oooOO0OOooo........oooOO0OOooo...... 168 169 169 } // namespace B1 << 170 } 170 171